D&D 5e: Core Mechanics: Difference between revisions

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(Created page with "= Attack = <blockquote> <syntaxhighlight lang="yaml"> # conflicting info. # manual says: # * 1d20 + ${WEAPON_PROFICIENCY} # * 1d${WEAPON_TYPE_DICE} + ${WEAPON_PROFICIENCY} # WEAPON_PROFICIENCY = ${STR_MODIFIER} + ${CLASS_PROFICIENCY_MODIFIER} </syntaxhighlight> </blockquote><!-- Attack -->")
 
 
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= Dice =
<blockquote>
* There are 6x dice: d4, d6, d8, d10, d12, d20
* Classes are assigned a hit-die (<code>HD</code>) which may be d6-d12.
<syntaxhighlight lang="yaml">
d6:  sorcerer, wizard
d8:  artificer, bard, cleric, druid, monk, rogue, warlock
d10: fighter, paladin
d12: barbarian
</syntaxhighlight>
</blockquote><!-- Dice -->
= Attack =
= Attack =
<blockquote>
{{ TODO |
conflicting info.
manual says:
* 1d20 + ${WEAPON_PROFICIENCY}
* 1d${WEAPON_TYPE_DICE} + ${WEAPON_PROFICIENCY}
at least one profficiency increases on level-up, is this the weapon-profficiency?
}}
Weapon Type
<syntaxhighlight lang="ruby">
MELEE: <= 5ft
RANGED: any
</syntaxhighlight>
<syntaxhighlight lang="ruby">
# class proficiency is your level-proficiency applied to your class's proficiencies.
# Exceptions apply for multiclass characters.
CLS_PROFICIENCY_MOD = LVL_PROFICIENCY if CLS_PROFICIENCIES.include?(WEAPON)
# STR: melee, thrown
# DEX: melee(finesse-weapons), ranged, thrown
ATK_MOD = DEX_WEAPON ? DEX_MOD : STR_MOD
# Final attack value
ATK = ? + ATK_MOD + CLS_PROFICIENCY_MOD
</syntaxhighlight>
</blockquote><!-- Attack -->
= Defend =
<blockquote>
<syntaxhighlight lang="bash">
ARMOR_CLASS = 10 + ${DEX} # + ARMOR
</syntaxhighlight>
</blockquote><!-- Defend -->
= Currency =
<blockquote>
Denominations
<syntaxhighlight lang="bash">
# platinum, gold, silver, copper
1PP == 10GP == 100SP == 1000CP
# standard denominations are gold, silver, copper
1GP == 10SP == 100CP
# electrum is 50CP
1GP == 2EP
</syntaxhighlight>
</blockquote><!-- Currency -->
= Selling Items =
<blockquote>
<blockquote>
<syntaxhighlight lang="yaml">
<syntaxhighlight lang="yaml">
# conflicting info.
gems, jewelery, art, trade-goods  # 100% value on resale
# manual says:
equipment, weapons                # ~50% value on resale (for good durability)
#  * 1d20 + ${WEAPON_PROFICIENCY}
magic items                      # difficult to sell outside of nobility
# * 1d${WEAPON_TYPE_DICE} + ${WEAPON_PROFICIENCY}
#
WEAPON_PROFICIENCY = ${STR_MODIFIER} + ${CLASS_PROFICIENCY_MODIFIER}
</syntaxhighlight>
</syntaxhighlight>
</blockquote><!-- Attack -->
</blockquote><!-- Selling Items -->

Latest revision as of 23:29, 3 July 2022

Dice

  • There are 6x dice: d4, d6, d8, d10, d12, d20
  • Classes are assigned a hit-die (HD) which may be d6-d12.
d6:  sorcerer, wizard
d8:  artificer, bard, cleric, druid, monk, rogue, warlock
d10: fighter, paladin
d12: barbarian

Attack

TODO:

conflicting info. manual says:

  • 1d20 + ${WEAPON_PROFICIENCY}
  • 1d${WEAPON_TYPE_DICE} + ${WEAPON_PROFICIENCY}

at least one profficiency increases on level-up, is this the weapon-profficiency?

Weapon Type

MELEE: <= 5ft
RANGED: any
# class proficiency is your level-proficiency applied to your class's proficiencies.
# Exceptions apply for multiclass characters.
CLS_PROFICIENCY_MOD = LVL_PROFICIENCY if CLS_PROFICIENCIES.include?(WEAPON)

# STR: melee, thrown
# DEX: melee(finesse-weapons), ranged, thrown
ATK_MOD = DEX_WEAPON ? DEX_MOD : STR_MOD

# Final attack value
ATK = ? + ATK_MOD + CLS_PROFICIENCY_MOD

Defend

ARMOR_CLASS = 10 + ${DEX} # + ARMOR

Currency

Denominations

# platinum, gold, silver, copper
1PP == 10GP == 100SP == 1000CP

# standard denominations are gold, silver, copper
1GP == 10SP == 100CP

# electrum is 50CP
1GP == 2EP

Selling Items

gems, jewelery, art, trade-goods  # 100% value on resale
equipment, weapons                # ~50% value on resale (for good durability)
magic items                       # difficult to sell outside of nobility